Damage enemies and force them back with a firm jab.
Effective against groups of low-HP enemies, such as Armykin.
Cooldown: 10 seconds
Significantly reduces incoming damage for a short time.
Effective against Hero Abilities and damage dealers, like Buzzkill or Mana Missile.
Cooldown: 20 seconds
Charge toward the enemy Hero, damaging any enemy Troops in your path.
Effective as a finishing blow to opponent Heroes who have just finished using Guard or a Shield spell.
Cooldown: 40 seconds
Knightingale takes up her lance and steps into the Arena, representing her home region, Ramparts, with honor and strength. Noble and brave, she fights fiercely to defend her Troops and the subjects of the land.
A solid, well-rounded fighter, Knightingale combines an extremely useful defensive Ability with strong, potentially devastating attacks. She's a very flexible Hero to play and can succeed with a wide variety of Team builds.
Lance can be used as a strong final blow, but is also capable of disposing of weakened or low-HP enemy groups. Enemy Ultimate Abilities, high DPS Troops and damaging Spells can be countered with a well-timed Guard. Weakened opponents can be quickly defeated with Joust, but be cautious - opponents have more time to block the attack if you attack from long range! Consider using Guard, if available, immediately after you've completed Joust to fend off counterattacks.
Knightingale's versatility complements a variety of teams - this flexibility makes her a terrific choice for beginner players and keeps her viable against more skilled foes. Tank cards such as Brute and spells like Shield help her double down on her defensive skills. Alternatively, her toughness can allow her to take the fight directly to her opponent while ranged cards like Sniper or Flintlock pick off enemy Troops. A Mage or Mana Missile can add much-needed area-of-effect damage, or, if you'd rather throw yourself into melee encounters, Knightwing can act as a deadly escort.